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The magic mountain stands alone, towering in eternal stillness over the lost plains. No noise, no voice, not even the rush of the wind can be heard there. Since time before legend, the mountain has been guarded by a banishing spell. Any normal mortal who comes too close is transformed into a statue, doomed to stand motionless at the foot of the mountain.
However, the most powerful magicians can overcome this spell. Once every 13 years, they use the power of the mountain to decide which of them is the most powerful. By rattling magical shakers, they can suppress the spell for a few moments, enough time for their apprentices to dash along part of the course around the mountain, before the spell once again steals the power of movement from them.
The magician whose apprentices first reach the safe haven of their home city at the foot of the mountain receives the greatest title that the magical world can bestow. For the next 13 years, they will be the one, true "Zapp Zerapp".
Players: 2 - 4
Time: 30 minutes
Ages: 7 and up
Weight: 1,303 grams
Language Requirements: Game components are language-independent. Manufacturer's rules are printed in multiple languages (including English).
- 1 game board
- 12 magical apprentices
- 13 shakers
- 13 stoppers
- 13 labels
- about 100 magical stones
- 2 dice
Average Rating: 3 in 1 review
This is a fun little family game that's yet another Ludo (Parcheesi, [page scan/se=0062/sf=category/fi=stockall.asc/ml=20]Trouble) variant. The twist is that there are these 13 little canisters, each of which contains a different number of beads, from 1 to 13. The number of beads inside each is written on the bottom. The dice are rolled, and then the players simultaneously grab for and shake the canisters, trying to find the one containing a number of beads as close to the die roll number without exceeding it. Any players choosing a canister that's too full won't get to move, and then the others move one of their three tokens the number on their canister, starting with the highest and working down. If you pass another player's token, you send it home, and each player has some 'safe' spaces midway through the trip, as well as 4 spaces that are safe for all. So, there's a little bit of strategy here. If one of your tokens can get to safety 5 spaces away, you can try to find the '5' canister, but it won't do you any good if your piece is sent home by a player with a larger number.
It's simple enough to be played with small kids, and is a light, refreshing change of pace, but probably nothing that will be remembered for very long.
This cute game requires acute ears. Containers hold from one to 13 stones, shown on the hidden base. Roll two dice. Grab a container. Shake, rattle, and listen. Keep it if you think its stones equal the number rolled; otherwise, relinquish and continue. Those who pick containers with more stones than the roll are stranded for the round. Others in turn move a pawn the exact number chosen, sending home enemies they pass on unprotected spaces. You rattle to victory by getting your pawns home first. A resounding success!